The End of the Beginning...or the other way around

A dramatically uninspiring title for a last minute 'holy crap I gotta give this thing a title' first time at blogging. Expect the blogs to be of more thought...but don't hold me to that.

11/21/2006

Assignment 7 - Different Strokes (Same old jokes)

First of all I would like to say that being on the Electronic Game Technology course I was a little disheartened by the lecture involving Art Direction however I appreciate that Rick Nath came to deliver an incredible two hours of insight.
It helped me understand the other side (the dark side, grr) of Game development and almost made me question what the hell I'm supposed to be doing in the gaming industry at the end of this course.

An Art Director plays a role similar to a movie director in that "Art directors are generally responsible for setting the visual tone, quality, and style for the game" which is summarised here.
It is an occupation of great responsibility. Not only is the content of the game very important but the way in which the director inspires, interacts and involves the whole art team to create their work in progress.

The visual tone can set the overal tone for the game if done correctly. For instance a Survival Horror game requires a dark and disturbing atmosphere because plot devices and gameplay are not enough to create a realistic 'scary' experience.

However realism is not always necessary. Hugely detailed and beautiful environments may satisfy some hardcore and casual gamers - hereby referred to as 'eyecandy' - but sometimes it just does not suffice when a book or a film can be incredibly realistic and detailed but if other areas are not up to scratch (such as plot) then it fails and becomes another "graphics: 10, gameplay: 5" piece of garbage.

Art direction depends on the context and content of the game in hand. An Art Director must be able to portray the idea of somebody else and recreate their image - it's difficult but much easier to describe your own idea than to be given the idea of another and display it the way in which the game director/producer/publisher - as explained by Rick Nath.
For example, if a game requires a much more simplistic art style rather than a complicated mass of realistic leaves falling off a tree on a breezy Autumn afternoon the Art Director must adapt his/her style to fit in with the overal theme of the game to completely mesh and 'fit' with the intended purpose of that game.

Time constraints on completing certain pieces on a daily/weekly basis can be very stressful and an Art Director has a great responsibility for not only his/herself but for the art team as a whole. You must have great communication skills and analytical skills to be an Art Director as you must be able to understand anothers ideas and to efficiently reproduce what is required - as well as explain to your team how and why particular elements must look and 'feel' a certain way.

Game art direction is a heavily creative role. In which you must be able to demonstrate perfect understanding of another individuals ideas but to also be inspiring and creative to your team to help them understand the task in hand.
Effective interpersonal skills are required and alot of confidence and understanding of both artistic differences and how said art will effect the programming.

I don't think art direction is for me - especially the 'art' part.
I'll just appreciate the completed work for now until the time arises for me to develop a deeper and more meaningful understanding of the work my art breatheren have to do.

Now...It's time for some Metal Gear Online, and for anybody reading this who happens to own Metal Gear Solid 3 Subsistence and plays the online portion you can find me under the name The_Horror blowing your head off time after time again.
Good afternoon, Good evening and Goodnight.

1 Comments:

  • At 10:36 am, Blogger Michael Powell said…

    Well, despite the 'disheartened' start, you write with insight about art direction. I'd like to know why ot was disheatening though. Surely, hearing about the other side of the business is just as interesting? I know I spend as much time at the GDC going to AI and management tracks as I do art stuff...,

     

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